| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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Can't seen more than one evocation on the multicast on this case, even expanding its evocation list (as it should be used in case one fails). With the list i
do see what we want.
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the actual class names.
This is usually because the file name was singular (*Service*) but the class name was plural (*Services*).
This is to make configuration easier rather than having to look in the c# code itself to find the slightly different name of the connector.
This does not affect existing configuration since the files are being renamed rather than the classes.
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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pattern as suggested in the patch mantis #5921. Testing it in this smaller context to see how it works.
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Conflicts:
OpenSim/Services/Connectors/Asset/AssetServiceConnector.cs
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Make them conform with service side commands.
This stops them appearing twice when Hypergrid is enabled.
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Conflicts:
OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Services/Connectors/Asset/AssetServiceConnector.cs
OpenSim/Services/Interfaces/IUserAccountService.cs
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hunting. No functional changes.
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depending on the first two digits of the asset id.
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it once
Signed-off-by: root <root@grid00001.t-data.com>
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OpenSim.Framework -- just pasted them in WebUtil. This is so that code that uses the Service connectors don't need to include the HttpServer dll -- that was odd.
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The modules will need to be updated for this to compile and run again. Please
don't use until I do the companion commit to modules later on.
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instantiate the right network connectors. Tested on Robust only.
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cache only
* Adds GetTextureModule that implements the "GetTexture" capability, aka HTTP texture fetching. This is a significantly optimized path that does not require any server-side JPEG2000 decoding, texture priority queue, or UDP file transfer
* Sanity check for null reference in LLClientView.RefreshGroupMembership()
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doesn't, the client will get bored and give an upload error, instead of granting success and entering the asset into our retry queue.
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if it enters a retry queue
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(seems a connection failure does not throw an exception)
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retry timer for asset upload failures. Total queue time in the ballpark of 24 hours, which should be a reasonable time for any grid admin to get their asset service back online. This should stop lost assets.
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* Performance improvement in the expensive GenerateClientFlags()
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into presence-refactor
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CreatorID, it doesn't modify database backends or OAR files to support storing/loading it
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This resolves the problem where eyes and hair would turn white on standalone configurations
When a client receives body part information, for some insane reason or other it always ends up uploading this back to the server and then immediately re-requesting it.
This should have been okay since we stored that asset in cache. However, the standalone asset service connector was not checking this cache properly, so every time the client made the request for the asset it has just loaded it would get a big fat null back in the face, causing it to make clothes and hair white.
This bug did not affect grids since they use a different service connector.
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unknown asset type, and log an error if it ever does happen
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retrieval was not synchronous.
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cache at all)
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LICENSE.txt.
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https://lists.berlios.de/pipermail/opensim-dev/2009-May/006673.html
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Them being synchronous in certain cases (asset in cache, for example) may account for slowness reported by folks in osgrid when they have the cache module on. Turns out that some of the provided handlers do non-trivial processing (the ones coming from J2KImage, for example), which means that the several asset requests that hit the cache end up being synchronous. The jury is still out on this.
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